Cutscene samples thread...
#101
Posté 10 novembre 2010 - 12:57
Duncan: Texas Warden
i didn't go back and correct any huge errors, i just threw this together. and my vfx never appeared, but i *think* i know why. or where to find out for sure. 96% new content, 3 clips from in-game cutscene.
and no clue why the archdemon dropping dead has no sound effects with it. i would think it should. all that flinching and such did.
#102
Posté 10 novembre 2010 - 02:23
I've found that when you try to trigger a cutscene that happens in a different area than the one you are in, it will not use the cutscene area. For some reason the "Area Required" function in the editor seems useless in that respect.
You will need to trigger the cutscene in the new area (camp) If this means creating a physical trigger in camp, that would depend on how your module is set up (As Yara explained)
You can also use a dialogue to trigger the cutscene if you wish, (talking to an npc which is attached to a dummy dialogue which connects to a cutscene)
There is another way as Yara mentioned which is to create a new desktop link to your dragonage.exe file, adding
-autologin=single player -runcutscene=[yourcutscene.cut]
to your new link, which will fire the cutscene automatically without loading the game. (depending on how your module is set up)
For details on this here's a link
Modifié par DahliaLynn, 10 novembre 2010 - 02:42 .
#103
Posté 10 novembre 2010 - 08:25
#104
Posté 10 novembre 2010 - 08:37
Make sure you have a space after the Dragonage.exe as well as between commands.
Also thinking about this a little more, you can insert a trigger into the camp area without saving if you don't want to touch vanilla, then export without dependent resources into the same override folder mentioned above (without saving your camp changes) . It will override your vanilla game camp whenever used as long as it's in there. This way you can trigger the scene in the way you are familiar with without touching the vanilla resources.
Edit: It seems all this research has taken the "cutscene samples thread" off to a tangent. Alan would you be so kind as to create a thread decvoted to this? All of this research would really be great for anyone having similar problems and they would never know to look here for the answers.
Modifié par DahliaLynn, 10 novembre 2010 - 09:00 .
#105
Posté 10 novembre 2010 - 09:42
DahliaLynn wrote...
It seems all this research has taken the "cutscene samples thread" off to a tangent. Alan would you be so kind as to create a thread decvoted to this? All of this research would really be great for anyone having similar problems and they would never know to look here for the answers.
I'd forgotten all about it, but I've already started one:
social.bioware.com/forum/1/topic/76/index/4860206
#106
Posté 13 novembre 2010 - 05:52
First night in camp
It was my first cutscene. In the meanwhile I know more and would do some things different but tweaking of openings and timing could be rather time-consuming as you know.
It should be a sample related to our sound topic. It is really not a silent movie although sounds associated to animations are not available for me and I did not use FMOD.
That is the reason why I could not adjust the volume.
For those who do not know this:
The first two sound parameter of sound events are: 1. distance and 2. cutscene.
(Anyone who knows what the cutscene parameter exactly means?)
The distance to the camera and therefore the volume can be further adjusted with the curve editor. But it seems to require a previous treatment with FMOD. Regrettably the wiki does not cover this.
Modifié par Yara Cousland, 13 novembre 2010 - 06:05 .
#107
Posté 13 novembre 2010 - 07:28
Yara Cousland wrote...
I have just uploaded a sample:
First night in camp
It was my first cutscene. In the meanwhile I know more and would do some things different but tweaking of openings and timing could be rather time-consuming as you know.
It should be a sample related to our sound topic. It is really not a silent movie although sounds associated to animations are not available for me and I did not use FMOD.
That is the reason why I could not adjust the volume.
For those who do not know this:
The first two sound parameter of sound events are: 1. distance and 2. cutscene.
(Anyone who knows what the cutscene parameter exactly means?)
The distance to the camera and therefore the volume can be further adjusted with the curve editor. But it seems to require a previous treatment with FMOD. Regrettably the wiki does not cover this.
Yara, that's really very good. Excellent work with the camera. I've no idea what any of them were actually saying, but I get there's a little tension in camp.
#108
Posté 13 novembre 2010 - 09:12
#109
Posté 14 novembre 2010 - 02:42
Yara Cousland wrote...
Thank you, Alan. That´s pleasant to hear. Yes, you are right. I did not mention explicitly that the conversations are not in English. I thought there is chance to recognize the banter between Sten and Alistair which will - if triggered- come much later in game but seems for me quite right just after Lothering. The other lines are composed freely.
OHHHH I totally get it!!! (I think)
Was this when sten was challenging Alistair in the banter to a duel? I can swear......
That was a joy
Your use of subtle facial animations was great!! -I'm pro subtlety when appropriate Nice convo /shot timing (I noticed)
Modifié par DahliaLynn, 14 novembre 2010 - 03:10 .
#110
Posté 14 novembre 2010 - 02:52
Yara Cousland wrote...
I have just uploaded a sample:
First night in camp
It was my first cutscene. In the meanwhile I know more and would do some things different but tweaking of openings and timing could be rather time-consuming as you know.
It should be a sample related to our sound topic. It is really not a silent movie although sounds associated to animations are not available for me and I did not use FMOD.
That is the reason why I could not adjust the volume.
For those who do not know this:
The first two sound parameter of sound events are: 1. distance and 2. cutscene.
(Anyone who knows what the cutscene parameter exactly means?)
The distance to the camera and therefore the volume can be further adjusted with the curve editor. But it seems to require a previous treatment with FMOD. Regrettably the wiki does not cover this.
all I know regarding sound parameters, is that they can be set in FMOD and exported into the toolset resources. If I want to add a prerecorded soundtrack or music to a cutscene I would have to create an event in FMOD (not too complicated) here:
social.bioware.com/wiki/datoolset/index.php/How-tos#Adding_music_to_cutscenes
And set the parameter: #duck:music,1000,0,5000,-30 as it says to do.
This is if I want the music to be mixed in with the other sounds. If I want music to completely take over I would set the parameter to #duck:music,1000,0,4000,-60
This seems to do the trick. That's about all I know about FMOD
Modifié par DahliaLynn, 14 novembre 2010 - 02:53 .
#111
Posté 14 novembre 2010 - 04:34
Not too complicated - that is really one of the easiest exercises. This link was my profit from your list onDahliaLynn wrote...
If I want to add a prerecorded soundtrack or music to a cutscene I would have to create an event in FMOD (not too complicated) here:
social.bioware.com/wiki/datoolset/index.php/How-tos#Adding_music_to_cutscenes
Cutscene Tutorials and Useful Links
If I would have known this before! I thought FMOD would be more important to add music. Music can be the basis for composition and cut. But because I use a lot of conversations I have decided to add music in a very late stage. And thought that FMOD could be further down on the list of tools I want to become more familiar with. Error!
Exactly. Respective to Sten´s philosophy and aim-orientation it seemed quite right to set this banter when he sees Alistair for the first time at the cooking potWas this when sten was challenging Alistair in the banter to a duel? I can swear......
![]()
Modifié par Yara Cousland, 14 novembre 2010 - 04:35 .
#112
Posté 29 novembre 2010 - 01:43
the one-day cutscene that killed my entire mod for two and a half weeks. gah. not 100% happy with the facefx in it, but decided i had spent MORE than enough time messing with this little diversion. next project(s) gonna be some serious machinima.
as for WHY i did it??? i dunno, the two scenes just reminded me of each other, so... i mixed them together. and my character bannon would SO say that.
#113
Posté 29 novembre 2010 - 02:15
Modifié par Lord Methrid, 29 novembre 2010 - 02:15 .
#114
Posté 09 janvier 2011 - 01:30
ive been working 3 weeks on a music video and getting antsy about being able to publish something. so i took the past two weeks off to do this silly little video. it has a bunch of stuff that could have been done better... but oh well, it is just for fun! (i have to learn to let go of things.)
includes an educational blooper. enjoy!
#115
Posté 09 janvier 2011 - 01:50
#116
Posté 09 janvier 2011 - 08:51
#117
Posté 22 février 2011 - 08:04
this was supposed to be a two week break from the video i'm working on. instead it was 3 weeks. i made several scenes for a friend of mine to use in a music video. together they make a short vignette film. oh, and i put on music from dragon age.
zevran & rinna vignette
i now have a dragon age blog. if you're curious about more details about the making of the cutscenes or anything, check it out. it will also have fan-fic and stuff.
bloodsong's dragon age blog
try the news & updates, they have a sort of cutscene work diary, including links to some roughcuts and outtakes.
enjoy!
#118
Posté 22 février 2011 - 10:05
#119
Posté 22 février 2011 - 11:28
#120
Posté 10 avril 2011 - 12:15
Bannon & Zevran in HeadGames
(as usual, homophobes should not view)
still has glitches here and there that make me twitch. ah, but what doesnt? ...actually, the zevran & rinna vignette was pretty good, and i still think so. maybe i'm getting better. wish i could get *faster*...!
#121
Posté 10 avril 2011 - 05:51
Modifié par DahliaLynn, 10 avril 2011 - 05:53 .
#122
Posté 21 juin 2011 - 05:24
Some explanation beforehand: The cutscene is part of my small modification called "A song about silence", which adds a new companion to the game. On his quest to hunt down a mass murderer the player reaches the Goldendale Castle, which turns out to be deserted. However, starting in the castle courtyard he gets "visions" which take him back in time (as it turns out in the ending
The guy appearing in the end is Amanda's father, which is also introduced in the earlier two cutscenes. The girl singing is his daughter, during whose birth her mother died.
Anyways, way too much writing.
I wrote the song myself, and a friend of mine who I play music with sings it. I just started making music about a year ago (and working with Cubase 4 weeks ago
The Ocean's Widow
@Bloodsong Vengeance
Hahaha, this is simply awesome!
Edit: I was referring to the "How hires Zevran" . The one with Zev and Bannon is great.
Modifié par Latiro, 21 juin 2011 - 05:26 .
#123
Posté 22 juin 2011 - 11:58
First of all you have done a wonderful job both in and out of the CS editor!!!
Very nice job in the music mix as well (not to mention the fact that you wrote it!)
Comments and suggestions I have as far as technical goes is to try and make better use of the "transition" function between animations. I'm sure you notice that there are jumps in between animations and people who are not familiar with the editor will most likely see this as a glitch and consider the animation jumps "unrealistic". If you can avoid that the less trained eye will be more forgiving, and one way to do that if you simply can't avoid it would be to make a quick camera cut right at the transition. One way to do this would be changing from a long shot to a to a close up shot at the point of the glitch (as one possibility).
Sound:
(before the song) - If you are using Cubase, try to record the voice overs separate from the area sound effects, and bring out the voice tracks over the background in the mix, as it seems the water effects are drowning the voices making them a bit unclear.
Also you might want to make better use by using the Camera Depth of Field, which gives the viewer a better sense of space and simulating a cameras focus (creating a background blur).
At 1:12 perhaps adding a very dim light to show a little more detail in the womans face as she is completely shadowed. (Unless of course that was your intention!)
Artistic: (and this is entirely my opinion as the entire post is of course!)
When the music has change, for example from one verse to the next, I would cut the camera shot to a new angle and continue the one shot movement from there. (As if the verse change almost begs for a new shot change harmoniously) You seem to do that on occasion by making the camera move from one shot to a new continuous movement at those points, so it seems you feel you *want* to make that change, only you do that subtly, (which is of course a choice). Don't fear cutting to a new camera, as it can add a lot as the music progresses from musical point to point.
On the whole very very nice work. You show a lot of sensitivity and smoothness as you move your cameras and have nice transitions.
P.S. It is perfectly fine to hand this in as it is for next week as I am only being a bit nitpicky, so I hope I was able to provide some form of constructive and helpful input!
#124
Posté 22 juin 2011 - 01:34
#125
Posté 22 juin 2011 - 02:30
First of all: Thanks a lot for your compliments! They mean alot to me, because you guys understand all the effort behind creating a small 5 min. cutscene like that.
I got my admission today.
Thanks alot for all your help so far, I know it sounds "kitschy" but it would have been way harder without this forum and your help.
@Dahlia Lynn:
Yeah, I noticed the low volume of the voices aswell. :| I think I will try to solve that by reducing the volume of the sound emitters in the area editor. I just hope the song won't be too loud then, otherwise I'll need to modify the file with FMOD Designer again.
The very dim lighting at 1:12 isn't done on purpose.
Now concerning the Camera Depth of Field - How do I use that? I haven't worked with it alot yet. The thing is, I do not know alot about cinematic theory. I've seen that DOF in use in some cutscenes but I wouldn't know where to use it mine. Do you have any recommendations?
More cuts... Hmm, thats right.
So, once again: Thanks!
I will reupload the video again next week.





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